gzdoom/src/g_shared/a_action.cpp
Christoph Oelckers 651817fad7 - made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00

669 lines
15 KiB
C++

#include "actor.h"
#include "thingdef/thingdef.h"
#include "p_conversation.h"
#include "p_lnspec.h"
#include "a_action.h"
#include "m_random.h"
#include "s_sound.h"
#include "d_player.h"
#include "p_local.h"
#include "p_terrain.h"
#include "p_enemy.h"
#include "statnums.h"
#include "templates.h"
#include "farchive.h"
#include "r_data/r_translate.h"
static FRandom pr_freezedeath ("FreezeDeath");
static FRandom pr_icesettics ("IceSetTics");
static FRandom pr_freeze ("FreezeDeathChunks");
// SwitchableDecoration: Activate and Deactivate change state ---------------
class ASwitchableDecoration : public AActor
{
DECLARE_CLASS (ASwitchableDecoration, AActor)
public:
void Activate (AActor *activator);
void Deactivate (AActor *activator);
};
IMPLEMENT_CLASS (ASwitchableDecoration)
void ASwitchableDecoration::Activate (AActor *activator)
{
SetState (FindState(NAME_Active));
}
void ASwitchableDecoration::Deactivate (AActor *activator)
{
SetState (FindState(NAME_Inactive));
}
// SwitchingDecoration: Only Activate changes state -------------------------
class ASwitchingDecoration : public ASwitchableDecoration
{
DECLARE_CLASS (ASwitchingDecoration, ASwitchableDecoration)
public:
void Deactivate (AActor *activator) {}
};
IMPLEMENT_CLASS (ASwitchingDecoration)
//----------------------------------------------------------------------------
//
// PROC A_NoBlocking
//
//----------------------------------------------------------------------------
void A_Unblock(AActor *self, bool drop)
{
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->alpha = OPAQUE;
self->visdir = 0;
}
self->flags &= ~MF_SOLID;
// If the actor has a conversation that sets an item to drop, drop that.
if (self->Conversation != NULL && self->Conversation->DropType != NULL)
{
P_DropItem (self, self->Conversation->DropType, -1, 256);
self->Conversation = NULL;
return;
}
self->Conversation = NULL;
// If the actor has attached metadata for items to drop, drop those.
if (drop && !self->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
{
DDropItem *di = self->GetDropItems();
if (di != NULL)
{
while (di != NULL)
{
if (di->Name != NAME_None)
{
PClassActor *ti = PClass::FindActor(di->Name);
if (ti != NULL)
{
P_DropItem (self, ti, di->Amount, di->Probability);
}
}
di = di->Next;
}
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
{
PARAM_ACTION_PROLOGUE;
A_Unblock(self, true);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Fall)
{
PARAM_ACTION_PROLOGUE;
A_Unblock(self, true);
return 0;
}
//==========================================================================
//
// A_SetFloorClip
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetFloorClip)
{
PARAM_ACTION_PROLOGUE;
self->flags2 |= MF2_FLOORCLIP;
self->AdjustFloorClip ();
return 0;
}
//==========================================================================
//
// A_UnSetFloorClip
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetFloorClip)
{
PARAM_ACTION_PROLOGUE;
self->flags2 &= ~MF2_FLOORCLIP;
self->floorclip = 0;
return 0;
}
//==========================================================================
//
// A_HideThing
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_HideThing)
{
PARAM_ACTION_PROLOGUE;
self->renderflags |= RF_INVISIBLE;
return 0;
}
//==========================================================================
//
// A_UnHideThing
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnHideThing)
{
PARAM_ACTION_PROLOGUE;
self->renderflags &= ~RF_INVISIBLE;
return 0;
}
//============================================================================
//
// A_FreezeDeath
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeath)
{
PARAM_ACTION_PROLOGUE;
int t = pr_freezedeath();
self->tics = 75+t+pr_freezedeath();
self->flags |= MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_ICECORPSE;
self->flags2 |= MF2_PUSHABLE|MF2_TELESTOMP|MF2_PASSMOBJ|MF2_SLIDE;
self->flags3 |= MF3_CRASHED;
self->height = self->GetDefault()->height;
// Remove fuzz effects from frozen actors.
if (self->RenderStyle.BlendOp >= STYLEOP_Fuzz && self->RenderStyle.BlendOp <= STYLEOP_FuzzOrRevSub)
{
self->RenderStyle = STYLE_Normal;
}
S_Sound (self, CHAN_BODY, "misc/freeze", 1, ATTN_NORM);
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->alpha = OPAQUE;
self->visdir = 0;
}
if (self->player)
{
self->player->damagecount = 0;
self->player->poisoncount = 0;
self->player->bonuscount = 0;
}
else if (self->flags3 & MF3_ISMONSTER && self->special)
{ // Initiate monster death actions
P_ExecuteSpecial(self->special, NULL, self, false, self->args[0],
self->args[1], self->args[2], self->args[3], self->args[4]);
self->special = 0;
}
return 0;
}
//==========================================================================
//
// A_GenericFreezeDeath
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_GenericFreezeDeath)
{
PARAM_ACTION_PROLOGUE;
self->Translation = TRANSLATION(TRANSLATION_Standard, 7);
CALL_ACTION(A_FreezeDeath, self);
return 0;
}
//============================================================================
//
// A_IceSetTics
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_IceSetTics)
{
PARAM_ACTION_PROLOGUE;
int floor;
self->tics = 70+(pr_icesettics()&63);
floor = P_GetThingFloorType (self);
if (Terrains[floor].DamageMOD == NAME_Fire)
{
self->tics >>= 2;
}
else if (Terrains[floor].DamageMOD == NAME_Ice)
{
self->tics <<= 1;
}
return 0;
}
//============================================================================
//
// A_FreezeDeathChunks
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
{
PARAM_ACTION_PROLOGUE;
int i;
int numChunks;
AActor *mo;
if ((self->vel.x || self->vel.y || self->vel.z) && !(self->flags6 & MF6_SHATTERING))
{
self->tics = 3*TICRATE;
return 0;
}
self->vel.x = self->vel.y = self->vel.z = 0;
S_Sound (self, CHAN_BODY, "misc/icebreak", 1, ATTN_NORM);
// [RH] In Hexen, this creates a random number of shards (range [24,56])
// with no relation to the size of the self shattering. I think it should
// base the number of shards on the size of the dead thing, so bigger
// things break up into more shards than smaller things.
// An actor with radius 20 and height 64 creates ~40 chunks.
numChunks = MAX<int> (4, (self->radius>>FRACBITS)*(self->height>>FRACBITS)/32);
i = (pr_freeze.Random2()) % (numChunks/4);
for (i = MAX (24, numChunks + i); i >= 0; i--)
{
fixed_t xo = (((pr_freeze() - 128)*self->radius) >> 7);
fixed_t yo = (((pr_freeze() - 128)*self->radius) >> 7);
fixed_t zo = (pr_freeze()*self->height / 255);
mo = Spawn("IceChunk", self->Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo->SetState (mo->SpawnState + (pr_freeze()%3));
mo->vel.z = FixedDiv(mo->Z() - self->Z(), self->height)<<2;
mo->vel.x = pr_freeze.Random2 () << (FRACBITS-7);
mo->vel.y = pr_freeze.Random2 () << (FRACBITS-7);
CALL_ACTION(A_IceSetTics, mo); // set a random tic wait
mo->RenderStyle = self->RenderStyle;
mo->alpha = self->alpha;
}
}
if (self->player)
{ // attach the player's view to a chunk of ice
AActor *head = Spawn("IceChunkHead", self->PosPlusZ(self->player->mo->ViewHeight), ALLOW_REPLACE);
if (head != NULL)
{
head->vel.z = FixedDiv(head->Z() - self->Z(), self->height)<<2;
head->vel.x = pr_freeze.Random2 () << (FRACBITS-7);
head->vel.y = pr_freeze.Random2 () << (FRACBITS-7);
head->health = self->health;
head->angle = self->angle;
if (head->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{
head->player = self->player;
head->player->mo = static_cast<APlayerPawn*>(head);
self->player = NULL;
head->ObtainInventory (self);
}
head->pitch = 0;
head->RenderStyle = self->RenderStyle;
head->alpha = self->alpha;
if (head->player->camera == self)
{
head->player->camera = head;
}
}
}
// [RH] Do some stuff to make this more useful outside Hexen
if (self->flags4 & MF4_BOSSDEATH)
{
A_BossDeath(self);
}
A_Unblock(self, true);
self->SetState(self->FindState(NAME_Null));
return 0;
}
//----------------------------------------------------------------------------
//
// CorpseQueue Routines (used by Hexen)
//
//----------------------------------------------------------------------------
// Corpse queue for monsters - this should be saved out
class DCorpsePointer : public DThinker
{
DECLARE_CLASS (DCorpsePointer, DThinker)
HAS_OBJECT_POINTERS
public:
DCorpsePointer (AActor *ptr);
void Destroy ();
void Serialize (FArchive &arc);
TObjPtr<AActor> Corpse;
DWORD Count; // Only the first corpse pointer's count is valid.
private:
DCorpsePointer () {}
};
IMPLEMENT_POINTY_CLASS(DCorpsePointer)
DECLARE_POINTER(Corpse)
END_POINTERS
CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO)
{
if (self > 0)
{
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
while (first != NULL && first->Count > (DWORD)self)
{
DCorpsePointer *next = iterator.Next ();
first->Destroy ();
first = next;
}
}
}
DCorpsePointer::DCorpsePointer (AActor *ptr)
: DThinker (STAT_CORPSEPOINTER), Corpse (ptr)
{
Count = 0;
// Thinkers are added to the end of their respective lists, so
// the first thinker in the list is the oldest one.
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
if (first != this)
{
if (first->Count >= (DWORD)sv_corpsequeuesize)
{
DCorpsePointer *next = iterator.Next ();
first->Destroy ();
first = next;
}
}
++first->Count;
}
void DCorpsePointer::Destroy ()
{
// Store the count of corpses in the first thinker in the list
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *first = iterator.Next ();
int prevCount = first->Count;
if (first == this)
{
first = iterator.Next ();
}
if (first != NULL)
{
first->Count = prevCount - 1;
}
if (Corpse != NULL)
{
Corpse->Destroy ();
}
Super::Destroy ();
}
void DCorpsePointer::Serialize (FArchive &arc)
{
Super::Serialize(arc);
arc << Corpse << Count;
}
// throw another corpse on the queue
DEFINE_ACTION_FUNCTION(AActor, A_QueueCorpse)
{
PARAM_ACTION_PROLOGUE;
if (sv_corpsequeuesize > 0)
{
new DCorpsePointer (self);
}
return 0;
}
// Remove an self from the queue (for resurrection)
DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
{
PARAM_ACTION_PROLOGUE;
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *corpsePtr;
while ((corpsePtr = iterator.Next()) != NULL)
{
if (corpsePtr->Corpse == self)
{
corpsePtr->Corpse = NULL;
corpsePtr->Destroy ();
return 0;
}
}
return 0;
}
//============================================================================
//
// A_SetInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetInvulnerable)
{
PARAM_ACTION_PROLOGUE;
self->flags2 |= MF2_INVULNERABLE;
return 0;
}
//============================================================================
//
// A_UnSetInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetInvulnerable)
{
PARAM_ACTION_PROLOGUE;
self->flags2 &= ~MF2_INVULNERABLE;
return 0;
}
//============================================================================
//
// A_SetReflective
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetReflective)
{
PARAM_ACTION_PROLOGUE;
self->flags2 |= MF2_REFLECTIVE;
return 0;
}
//============================================================================
//
// A_UnSetReflective
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflective)
{
PARAM_ACTION_PROLOGUE;
self->flags2 &= ~MF2_REFLECTIVE;
return 0;
}
//============================================================================
//
// A_SetReflectiveInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetReflectiveInvulnerable)
{
PARAM_ACTION_PROLOGUE;
self->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE;
return 0;
}
//============================================================================
//
// A_UnSetReflectiveInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflectiveInvulnerable)
{
PARAM_ACTION_PROLOGUE;
self->flags2 &= ~(MF2_REFLECTIVE|MF2_INVULNERABLE);
return 0;
}
//==========================================================================
//
// A_SetShootable
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetShootable)
{
PARAM_ACTION_PROLOGUE;
self->flags2 &= ~MF2_NONSHOOTABLE;
self->flags |= MF_SHOOTABLE;
return 0;
}
//==========================================================================
//
// A_UnSetShootable
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetShootable)
{
PARAM_ACTION_PROLOGUE;
self->flags2 |= MF2_NONSHOOTABLE;
self->flags &= ~MF_SHOOTABLE;
return 0;
}
//===========================================================================
//
// A_NoGravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_NoGravity)
{
PARAM_ACTION_PROLOGUE;
self->flags |= MF_NOGRAVITY;
return 0;
}
//===========================================================================
//
// A_Gravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Gravity)
{
PARAM_ACTION_PROLOGUE;
self->flags &= ~MF_NOGRAVITY;
self->gravity = FRACUNIT;
return 0;
}
//===========================================================================
//
// A_LowGravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LowGravity)
{
PARAM_ACTION_PROLOGUE;
self->flags &= ~MF_NOGRAVITY;
self->gravity = FRACUNIT/8;
return 0;
}
//===========================================================================
//
// FaceMovementDirection
//
//===========================================================================
void FaceMovementDirection (AActor *actor)
{
switch (actor->movedir)
{
case DI_EAST:
actor->angle = 0<<24;
break;
case DI_NORTHEAST:
actor->angle = 32<<24;
break;
case DI_NORTH:
actor->angle = 64<<24;
break;
case DI_NORTHWEST:
actor->angle = 96<<24;
break;
case DI_WEST:
actor->angle = 128<<24;
break;
case DI_SOUTHWEST:
actor->angle = 160<<24;
break;
case DI_SOUTH:
actor->angle = 192<<24;
break;
case DI_SOUTHEAST:
actor->angle = 224<<24;
break;
}
}